Corrupted humans who give all golems within 30ft the first strike ability.They prefer to stay out of combat themselves directing various golems to fight instead, but when requiredthey will fight with their razor bladed claws.

The thane of the great machine orthodoxy. Considered the highest priest and a direct link to the father of machines. She does not enter directly into combat unless all other thralls and servants have been slain. Just being in her very presence can cause weakness to her enemies while giving strength to those who fight for phyrexia.

Gore VassalHit Dice: 1HD (4)AC: 9 (10)Attacks: bite (1d6)Save: 17Special: on death those in a 5ft area must make a save or take a -1 to hit and damage for 1d6 rounds. Move: 12Alignment: ChaosChallenge Level/XP: 3/60

strange 4 legged creatures with bone white metal for skin, their backs carry a pulsating heart like organ. Other phyrexians can take this heart, killing the vassal and consume it to gain regeneration(3hp/round) for 1 hour.

Former warriors of great prides of lion men, they now serve phyrexia as terrifying foot soldiers and shock troops. While capable of wielding weapons, most prefer to wade into combat with their claws and bite, aiming to do as much damage as possible in a single strike putting as much strain on enemy healers before going back to finish off weakened prey.

Bigger and more brutish then the leonins, the converted loxodons are massive elephant like warriors who revel in destroying their targets with rightous fury. Extremely Strong they wield typically large wicked looking glaives or attempt to gore their foes on their razor covered tusks.

Like all splicers, these one former humans now lead small regiments of golems into battle, while looking to avoid direct combat themselves. Their aura provides strength and durability to their creations.

Created from captured warriors of various races, their muscles and sinew are imbued with a lightweight yet sturdy armor that has a look of porcelain. Extremely agile and quick on the draw their wicked long swords strike with single minded determination.

Regarded for their aura of vigilance, making even the smallest of their golems capable of ignoring most blows by any common resistance, and the larger machines of wars even more monstrous in their defence.

These former angels have a horrifying scream they can use once every 1d4 turns. Those in 20ft must make a save for half damage, the angel healing itself for 1 Hitpoint for every 2 points of damage inflicted with this ability.

About Me

I have been gaming off and on for close to 17 years now mostly playing D&D 3.0/3.5 with a little pathfinder and the occasional GURPS game here and there. Since finding my calling in the OSR with Swords & Wizardry I am looking to give back to the gaming community which has brought me many years of joy.
My other hobbies include collecting and playing retro gaming systems & games (which was new when I was a kid) and ham radio.